Game Development Reference
In-Depth Information
16. In your
Animator
tab, note that the FSM we are developing lives in the
Base
Layer
screen. While it is possible to add multiple animation layers by clicking
on the
+
sign under
Base Layer
, this would allow the programmer to design
multiple concurrent animation FSMs that could be used to develop varying
degrees/levels of complex animation.
17. Add a new parameter by clicking on the
+
sign beside the
Parameters
panel.
Select
float
from the list of datatypes. You should now see a new parameter.
Name this
speed
as shown in the following screenshot:
18. Right-click on the
Idle
Animation and select
Make Transition
. You will now
see that a white arrow is visible, which extends from
Idle
, that tracks the pos-
ition of your mouse pointer. If you now click on the
Run
animation, the trans-
ition from
Idle
to
Run
will lock into place.
19. Left-click on the little white triangle of the transition and observe the inspector
for the transition itself. Scroll down in the
Inspector
window to the very bot-
tom and set the condition for the transition to speed greater than
0.1
, as
shown in the following screenshot: